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WAR Recruit
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Land of the dead guide (work in progress on the PTS)
This is a guide I'm working on currently of all the things I've disovered and found out about land of the dead through extensive testing and exploring. I hope this information helps and sorry orderlings for killing you, you attack us, we attack you, but I've tryed to leave most of you alone when I've spotted you riding by to let you go test stuff.
Since this is a work in progress, feel free to add to it and I'll update it. I'll add the names that first mention something about land of the dead on the forums to give recognition. PQ's 1 PQ: (O) Means order. (D) Means destruction. (D/O) Means this PQ is mirrored and you have to do fairly much the same in them. Horse glyph: (D) Assault of Nehk Athek. Stage 1: You will see destruction NPC's under assault by undead skeletons and skeleton horsemen, destroy these undead, they are fairly easy. Ance they you finish them off the heroe will be active, attack him and he will soon flee, this is currently bugged and you will recieve your glyph after stage 1, also the skeletons seems to randomly hit for 2-3K with attacks, I don't know if they are soposed to do this or not but smells like a bug. Stage 2: Once his army is down you can attack him, he is a very weak boss and he dies too fast for me to get any real info on him, curently he seems bugged and once you hit him a little, he resets to stage 1 and runs, he will do this until he gets on low enough hp and dies. (Usally the third time you fight him is the killing blow, note that when he resets and runs his hp dont reset, so might be working as intended.) (O) Amsu's charge. Stage 1: This PQ is currently bugged on order side, I have not been able to test it but it looks like a mirror of the destruction side one. Reed glyph: (D/O) Sedjhet temple/Nikosi temple. Stage 1: First stage is to collect small jars placed around the PQ area outside, the jars are placed on small pedestals and have a skeletal serpents head ontop. They are typically guarded by asp bone constructs, these shouldn't pose a problem, the goal is to take ten of these jars, and take it inside the temple and put it in the chest inside. (ive noticed the PQ can bug and the chest wont spawn when it begins.) Once you take a jar you will recieve a debuff the removes your movement speed, as well as you having X9 stacks of the debuff as a timer that wears out over time, once its worn out you will lose the jar, so you have to be fast when you reach the temple. those carrying the jars will attract bone serpents attention, they will attack 2-3 at a time on the one that carries a jar, kill these before placing the jar in the chest, thier damage over times will interupt you so wait it out. Stage 2: This time around you will need to defend the chest for a few minnutes against several waves of bone serpents, this isnt hard as long as they dont reach the chest so they wont make it to steal any of the jars, the best tactic is to place people guarding each of the entrances to kill them as they come. If one manages to steal a jar, kill it quickly and you can retrieve it the jar it should be lying on the ground where it died, you can pick it up and place it in the chest again. You lose stage 2 if the serpents make it to take back all of the jars out of the chest and run off with them. Stage 3: The boss will apear at this stage, he is a heroe level 37 I believe, the best you can do this with this boss is tank him at one of the entrances but not too far or he will reset. while fighting him, ocasionally he will shout out that he will show you the true power of those jars and a a whisp like effect will apear, it will fly over to him and heal him up to 100% health. Least one DPS should be ready to kill these floating effect that goes towards him as fast as possible, they have almost no hp and should die fast, this is where having him at the entrance will help. When you kill the healing buff it does an area of effect, the boss can be hit by this and get a buff called desert advantage that seems to make him tougher and stacks. Players can get hit by the whisp and recieve it and it reduces healing recieved by 50%, preferably it's best to kill this where it spawns as it spawns ontop of the chest, keeping the buff/debuff away from the boss just incase, as well as keeping it away from players. Vulture glyph: (D/O) Aerie of death/the carrion nest. Stage 1: Kill 30 vultures, this is easy enough though if you attack some of the vultures on the lower parts infront of the temple building, they will sometimes pick you up and drop you down on ledges where there are plenty of more vultures and nests. Something that might be worth noting is you can reach the higher ground by going away from the PQ and behind the cliffs to find ways up to the nests. Stage 2: Destroy thier petrified eggs, you need to destroy 50 or so you really need manpower for this or you wont make it with the time limit, there is 1 egg per nest and they respawn relativly quick, This is pretty easy to do if you have people spread out in the different ledges, this is where climbing the cliffs yourself will come in handy by going behind them away from the PQ and climbing up to the top. Stage 3: A giant vulture will spawn in this stage of the PQ, this vulture is a heroe but it may be bugged as he feels like a champion when fighting him. He is relativly weak and has few hitpoints, a group of 6 can kill him in about 20-40 seconds, only notable thing ive noticed is he spawns minnion vultures to assist him. Scroll glyph: (D)Obelisk of judgement. Stage 1: You must kill enough skeletons in the area, nothing too hard ocasionally you will gain a 10% buff and sometimes a debuff from the beams of light shooting from the obelisk. Stage 2: You will still continuesly gain buffs and debuffs, the beams now dealing damage as well, a green beam will hit around and summon skeletons, that is what you need to kill and the damage from the beams is nothing a healer cant heal through, this is yet another simple stage. Stage 3: This is where it starts to get messy, you have to destroy the obelisk as fast as possible, with a large group this usally goes fast and everyone full nuke it, but with a small group you have to be carefull, there will spawn a lot of skeletons that will continuessly be resummoned if you kill them. There are three skeleton types two are just your usual trash, (Ane is named doomed and the other something simmaler.) But one skeleton will ocasionally get a buff that make him powerfull and give him heroe status and a new name, the best thing a tank can do is tank him, while healers heal and dps damage the obelisk. Every so often the heroe will lose the buff and become a regular skeleton and a new skeleton will become the heroe, the tank has to find him and react fast. (O)The quarry of bone. Stage 1: Kill skeletons, simple and easy and they are clustered for convinience. Stage 2: Kill scarab constructs, these can be spawned by standing ontop of the bonepiles that dust clouds come out of, only one scarab per bone pile and one scarab per payer. It is best to spread the group ontop of a pile each, as each scarab is easy to solo kill and you will never have more than one on you. Stage 3: The bone giant will come to life! This guy hits pretty hard ocasionally as I've noticed the tank mention, ocasionally he will toss everyone one into the air near him by stomping, this isn't all too dangerouse but can be very anoying, I believe this probably stops channeling and spell build ups, so healers should stay at a distance just incase. Ankhra glyph: (D/O)Forbidden vaults/Tombs of the bitter wind. Stage 1: This stage you are soposed to kill 30 scarabs and seal all the coffins inside the buildings, (10) some buildings there are one coffin in, some there are two. Inside the building you will get a curse that constantly deals damage to you as long as you are inside, this will prevent you from closing any of the coffins. To avoid this there are small pedestals with a bowl of water on just inside the entrances on the wall, click on this to recieve a curse immunity buff, this will prevent you from taking damage from the curse and allow you to close the coffins. Stage 2: once all coffins are closed and scarabs are dead four champions will spawn just outside around the buildings in the desert, they will continuessly summon skeletons that will slowly walk into the tombs to re-open the coffins you have sealed, these must be stoped at all costs as it will waste time searching out for open coffins and reclosing them. The champions themselves will not attack or defend themselves but keep channeling while you attack them, they do have two non champion bodyguards with them to protect them, they die easilly. The best tactic for this is spread out people to kill the skeletons that go into re-open coffins, while one dps takes out all the champions if you have a small group. If any of the coffins has managed to be opned, this stage will not be won until you go down and find the unsealed coffins and seal them up again. (note there is a bug where all coffins can be reclosed in this PQ stage of some were opned, but it will forget to count the ones you've re-sealed. So it keeps sayng there are unsealed coffins when there arent, I experienced this once) Once all coffins are sealed again and the champions are dead, you will get to stage 3. Stage 3: A skeletal priest or mage of sorts will show up, he is basic tank in spank, every so often he will megnet/rift pull everyone in and change into a multiple clouds and spread, the clouds randomly fly around and you will take damage for each of these clouds that hit you. Otherwise he will repeat this patern more or less until dead. He will also do a sandstorm attack around him that deals damage to everyone, this attack is rare ice seen it twice rarely. Vase glyph: (D)Hall of the heavens. Stage 1: Kill the defenders, I believe it's 30 defenders you must kill, there are skeleton warriors and archers littered all over the area inside, those are your targets. Stage 2: Some of the large statue like undead will come alive throughout the building, you have to hunt down and kill every one of them before it pushes to stage 3, they are very easy to kill solo they will pose no threat. Stage 3: A giant skeleton in the farthest room will apear, this is a heroe that seems to almost take no damage and will take ages to kill if you don't weaken him. Every so often there drops a orb from the cealing, DPS should destroy this as fast as possible, once these are destroyed the boss is weakned and will take damage normally, otherwise it's just tank and spank. (O)The library of zandri. Stage 1: Kill some skeletons and put out fires in the bookshelves, nothing too complicated. Stage 2: Portals will open up in four rooms, a tottal of 6 portals each leading to a different areas where there is a book/scroll in that you must pick up, only one person can be in a portal at a time so it is wise to put a tank or a dps in there as time is of the essence. Once someone enters a portal skeletons will continuesly spawn to attack the portal, if they attack the portal too much (Which isn't very much,) then the person in he portal gets forced out and will have to try again. It is best to set people at the entrance where they come from to intercept the waves of skeletons, four skeletons per portal someones in will show up, whipe them as they come out over to the portals, once the book/scroll is taken the person is ported out and skeletons stop spawning for that portal. Stage 3: This stage consists of multiple minni boss fights, some easy, some tough. Fight1: Against a khorne chosen champion, he will do normal attacks as well as what looks like an area of effect around him, nothing too powerfull. Fight2: A Ogre champion with a cannon under his arm will show up, I didnt notice anything dangerouse about him, most likely he has ranged attacks too. Fight3: A wraith champion will show up, just tank and spank him, he goes down easy. Fight4: This one is the first one that can give problems, this is a skaven champion, all his attacks seem relativly harmless except one, sometimes he poisons everyone that can whipe everyone. When I did it we werent sure if it was an aura, or what it was, healers said they saw a debuff on everyone, the poison ticked for about 500-600 per tick and ticked every half second. When we did it a second time he did not use this. Fight5: This one can be a neusance as well, it's a yhetee champion, it's adviced that everyone stays close as he will area of effect root people that also deals a damage over time, sometimes he has a tendency to run away from the tanks to the healers if they aren't rooted up close, or even ranged dps. Fight6: This one is pretty easy, it's a heroe black dragon, he usses standard dragon attacks, conal breath weapoon and a fireball explosion. It's prefered for healers and all ranged to move away, but the damage I saw it do meant they didn't have to worry about healing. He seems to have a lot more hp than the rest, but his damage isn't frighteningly good so it shouldnt be a problem. Scarab glyph: (D)Pit of asaph. Stage 1: Stage 1 you are to follow the instruction, kill the serpent bone constructs, around they are as usual simple to kill, once dead you push to stage 2. Stage 2: Fairly simple but a bit more tricky, there are skeletons that attend the even larger bone serpents, you have to kill the bone serpents to get to stage 3, but to damage them you need to kill the skeletons protecting them, this shouldn't pose much of a problem though as they all die very fast. Stage 3: A giant bone serpent will show up, he has some very anoying moves so healers and dps be aware of what happens, the boss has two notable moves I've noticed, one move is he will constrict the person that has highest threat. I'm not sure what this does, but my guess would be a disable. The second move is every so often he will throw people into one of three snake pits, where there will spawn plenty of bone snakes and permanently root you till you kill them, all healers should be aware of people being tossed into them and heal them as they will take a lot of damage, if a healer gets thrown into a pit, DPS should emediatly assist on the bone serpents, have very little hitpoints so they should go down relativly fast with area of effect attacks. The heroe himself isn't too terribly strong, as a marauder I've been able to tank this heroe with one healer healing, though there were some close calls. (O)Pit of kem senef. Stage 1: Kill scarab constructs, nothing hard. (to get to the constructs click on the loot chest, IT'S A TRAP!!! To get out there should be a lever and a door leading out in one of the tunnels.) Stage 2: Destroy the bone piles, the room will be massivly guarded by scarabs that place debuffs on people that stack up to 10X times and bonepiles will constantly spawn scarabs when attacked. Aach debuff removes a good deal of armor, 10% damage on all attacks and 10% heals on all abilities, these can be removed by looking for bowls scattered about called "tears of insert name," they all remove the standard outcast debuff stacks, the names om them will be important for later. Stage 3: Once all bone piles are down you push to stage 3, the boss this is a scorpion construct, this giant is pretty tough with a good deal of HP as well as he gives the outcast debuff that stacks 10X times, he also will give the "debuff of insert name" that doesent stack seem to stack, but it removes about 14% ish in damage and healing instead of 10. You can get multiple named debuffs on you on the downside, the only way to remove these debuffs is to grab a bowl with the right tears of "insert name" corrosponding to the name of the debuff you got, thats the only way to remove the debuffs. The best tactic is to not use too manny bowls as they seem to spawn slowly, and only use them when its really hurting, it doesent hurt either to have a second tank to grab agro, while the main tank goes to remove debuffs. Scorpion glyph: (D/O) Ricci's raiders. For both order and destruction patroll paths heres a map I've made. http://img.photobucket.com/albums/v1...cisraiders.jpg Before saying anything, I'd like to give a thanks to the zealot braska I believe his name was, for helping me scout out for ricci and doing the PQ with me. First trick is to find him, he paths with a small group of bandits in both order and destruction sides. He is easilly recognized as he has a horse next to him, he is a named bandit and follows a bandit carrrying a crate, there are aditional 3 standard bandits following him as well. Ricci is reported by players as well as myself to ocasionally stop spawning at all every so often, so if you can't find him you might want to report it.This should be what you are looking for in the desert. http://img.photobucket.com/albums/v1...er/raiders.jpg Once you agro or attack someone in the group, Ricci will shout to run away with the artifact, then ricci, the horse and the bandit carrying the crate will start to run, there are reports of that he runs to the spawn spot and stays there. The three other bandits will keep attacking with crossbows at a range, it is advisable that you kill Ricci and the crate carrying bandit first and then take out the other bandits, once they are dead stage 1 will begin and a bowl will be droped on the floor where the crate bandit died. Futher things I've tested/noticed with ricci and his band of sweaty men, is that if you agro him he will run away, it's not a specifik spot he will run to or his spawn spot as some has sugested it might be. I think he just runs along his normal patroll path at full speed and stops after a bit, if ricci is left alone for a long while, he will eventually begin on his path again. If you killed his bandits that stay behind or that you ran away from, they they will bug and ricci, his horse and the man carrying the crate will from now on be alone wandering the patroll path. Stage 1: Protect the bowl, you have to keep killing undead that slowly walk towards the bowl until you kill enough of them, the skeletons hit fairly hard for regular mobs so be aware of this, as well as there wanders lord bone giant skeletons around the area sometimes. If 10 skeletons reach the bowl before dying the PQ ends, though I've seen it bug once where skeletons reaching the bowl didnt count towards the failure. Stage 2: A hero name mob will apear and at a decent pace walk up to the bowl, the goal is to destroy the bowl before the mob reaches it, once this is done you've won the PQ, not much of a challenge here, me and a zealot did this pq more or less alone. Riverbarge glyph: (D/O) The quay of seftu. Stage 1: Kill the skeletons in the area with the apropriate name, this isn't too hard in itself. Stage 2: You will gain access to the bone like siege weapons in the area, you will have to protect these four siege weapons while using them to kill the skeletal armies that arive to attack you, if all the siege weapons are destroyed the PQ fails, you must hold out for several minnutes while keeping these siege weapons in one piece, these siege weapons are idealy used against the boats coming down the river that let off massive amounts of skeletons, as well as the horse riders charging in the distance from the desert, they come in large clusters. Stage 3: The waves of monsters wont stop, but you can leave the PQ to my understanding and the siege weapons. You must go out around the sandy areas just outside the PQ and search for a huge skeletal scorpion heroe, I have not noticed any special attacks with him and its a rather simple tank and spank fight, once he is down the PQ is over. Skull glyph: (D/O) Temple of ualaltp. Stage 1: You will recieve a buff near the hotbars that is called "DIG." You must use this dig option to dig around the PQ area and play a hot and cold game, you will get one of four messages. "No architects nearby." "An architect is a few yards away." "An architect is a few feet away." and "An architect is a few steps away." In that order, from the furthest away to the closest, if you fail at diggin you will dig up a regular skeleton mob up that you can easilly kill solo, if you find an architect he will rise up and cast a spell lighting up a glyph thats on the door of the pyramid. You must find enough of them to light up all glyphs, ( NOTE: People often give up on this because they cant find the last architect, the architect can be further away than just near the symbols on the grouns, sometime behind pillars a bit further away or sometimes ontop of the steps. Stage 2: Simon says is the name of the game here, the symbols you need to press down will light up on the pyramid door and you have 2 minnutes to complete all sequences, if you run out of time you have to start over again from the beginning of stage 2, this might be a bug though. If anyone hits a wrong symbol they will instantly die, once a round of simon says is over the symbols will push people away from them to avoid them from dying by standing on the wrong symbols when they change. Stage 3: This boss fight is a tricky one, you will get 5-6 minnutes which isn't much time to kill this boss, he is immune to all damage and the only way to kill him is for the tank to kite him and place him ontop of the glowing symbol on the ground, there will only be one symbol that lights up at all times and it switches often. Only when he is ontop of the symbol, (The heroe skeleton, not the tank.) the tank has to continuessly move the boss from symbol to symbol fast when they change or else by the time the tank reaches the lit symbol, it will change and no damage can be able to be dealt to the boss, this is a lot about luck though. (Sometimes it seems a bit buggy with the placement of the boss ontop of the symbol and it wont remove his damage immunity.) He has a few nasty moves that should be watched out for, first move is a damage redirection shield, any damage deal to him is dealt to you so beware, it's easy to kill yourself. Second move is a frontal area of effect attack that he ocasionally does, that knocks everyone back and deals massive damage, only the tank stand infront of him. Every so often I've also seen him use a move that kills eveyone around him litteraly, I don't know if he is soposed to do that or not. Otherwise if you beat this boss congratulation, this boss is a tough one and is the hardest of the PQ bosses in the area. LOOT TOKENS: Silver scarab: Can be gotten from not getting a loot bags in a won PQ that you contributed for and drops from various mobs in land of the dead, You can get these using your aviator goggles and searching for hidden chests. These can be converted to gold scarabs if you got 5 silver. NOTE: these can be traded amongst players. Gold scarab: This can be gotten from winning any PQ and getting a bag, some blue bags sometimes gives a double gold scarab that needs to be converted into two gold, these can also be converted to 5 silver scarabs. NOTE: these can be traded amongst players. Silver ankh: These as far as ive been told come from lair bosses. Sacred funerary mask: Most likely from the main dungeon encounters. Golden cartouche: Same as the masks. TROPHIES: Nehekharan ritual ornament: Can be bought for 1 gold scarab by vendors, this is buged and can be salvaged for some reason, as well as it is bugged and cannot be shown. (At least on marauder armor, confirm on other classes?) Oil of nephthys: Can be purchased for 10 gold scarabs, this is bugged as well, can be salvaged and does not show on marauder armor. Khalida's stylus: This is a bit more pricy, 25 gold scarabs, same bugs as above. Carrion: This looks like a egyptian styled bird, can be gotten from tome unlocks. Asp bone construct: This looks like one of those snake jars from the temple PQ's, this is unlocked via tome. Scarab bone construct: This looks like an egyptian scarab with wings, is unlocked via tome. Tomb swarm: This looks like a tomb stone with a beetle engraving on, this is also unlocked via tome. Ushitabi: This trophy looks like a egyptian styled anubis head medal. To see what the tome unlock tropies exactly look like, then here you go. http://img.photobucket.com/albums/v1...r/trophies.jpg LOOT: Talisman items: These can be droped from any monster, the harder they are though the better things they, drop the lord skeletons that wander around usally drop two very rare quality talismans. These can be purchased as well from NPC's and some of the blue ones seem way more powerfull than others ive noticed. The lair bosses drop extra good ones in very rare quality, they are more powerfull and lasts for longer than the normal very rare quality talismans. NOTE: These can only be used for customizable weapons, and if you want to use them on a two handed weapon you have to CTRL+right click and convert them first. Costomizable weapons: These can drop from blue PQ bags, as well as be purchased by the npc's the, wandering lords can also drop them or at least charms, I've only heard they drop weapons too. Pocket items: The lair boss in the tomb of the moon I heard can drop pocket items that put up a shield, one item for phsyical and one pocket item for magical damage, these are soposedly very good items, good hunting! Talisman making ingredients: Theres AP drain talisman making items and run speed increasing talisman making items, that can be purchased for scarabs in various power levels, they both are a % proc talisman. I've notice they seem bugged, you can't add essence, gold dust or curious to the mix when making them. Apothicary making ingredients: From my good ol buddy braska, I got some info on the two new potion ingredients you can get for scarab currency. There are two new main ingredients "tahoth" and "ptra," they both fill a defence potion slot and not a statistics boost slot acording to braska. He also mentioned how they bugged on him and he had two of the same potion effects on when drinking two of the same kind, and that the apothicary descriptions seemed buged, when it said it would make one type of potion it would make the other. tahoth gives a potion gives players a chance to regain hp back when struck while on low hp, braska tested this out and he said the potion he made gave him 1000 hp back while he was on 10% and that the potion was was expended when it gave those 1000. Ptra gives a potion that gives players a chance to not use AP on ability use, not sure how often it procs and such. LAIRS: Tomb of the sky:Have yet to try this not traps spotted, when I went in and whiped just to see him he seemed to summon bettles from the sand. Tomb of the stars: After much tribulation and thanks to some advice, I tested the with braska. When someone gets stuck during the trap sequence the person that didn't get cought get the buff "help friend," where a zealot buff would be. The buff icon looks like a hand, you basicly target the person stuck and use the buff, you will start a 1 second build up channeling, once the channeling is over your friend is free and you are free to keep running for your life away from the locust swarm, hurry though we had the locust swarms right behind us the intire time so there isn't time for mistakes or being too slow. Survive all the way through and you will see a door leading into a large rooms go through it and congratulations, you've survived the trap. Did a few minor tests on the boss just me and braska, we noticed there was two mobs in the room. 1 being the boss himself, 2 being a insect swarm that had a buff, the buff said it would heal the boss for all the damage it dealt, this means you have to take it out as fast as possible whenever you see it, fortuantly we were able to pull it alone without linking withthe boss. (Probably bug that you can do that.) Anyway the swarm had very low HP and was very easy to kill, it didnt seem to pose a threat and after we killed it we proceeded to pull the boss. As a marauder Braska was able to keep me alive for about a minnute or two, during this time we didn't see him do anything too special other than a scarab incubation on braska, which probably meant more swarms would spawn, be aware of this. What I need to test is if everyon get the help buff, if so you can setup a buddy system to help eachother. Tomb of the Moon: Havent tryed this one, straight forward no traps, but there is a nice guide on this already. Basicly theres soposed to be two brides to the boss or something, in the guide one gives a damage dealt increase buff aura and the other bride gives a damage recieve aura buff. you are soposed to have 2 tanks for this fight one tanking the damage increased buff and positioning her so the aura just barely hits only the boss, and some mellee or healer tanking the damage increase buff bride and keeping it just in range of all the dps and away from the boss, tank tanks the boss normally and that should be it, if I ever get a group to do a this lair with I'll write about it in more detail. Tomb of the Sun: Havent tryed it, no traps so far getting to the boss though braska says there will be clouds on the bottom of the pillars you jump between and fight on, and the clouds kill you, the boss will ocvasionally push everyone down aperently and thats all he had of info for me. TOME UNLOCKS: There are a good deal of new creatures in land of the dead, as well as exploration unlocks, this should explain a few of those I've found. Exploration: 31K.6K = Stela of ahara: Found down in a bandit excevation tomb. 14k.17k = Stela of ahasebah: Found near a oasis covered in a swarm. 17k.35k = Stela of ahataht: This should be near a sandstone obelisk. 16K.63K = Stela of ahapet: This is on the edge og the map barely visable, covered in a sandstorm. Beastiary: It's worth noting that almost every monster has a unlock for 25 kills, 1000 and 10K kills. A very few has 25, 100 and I would guess either 1000 as the next one, or 10K, I am unsure about this as I havent unlocked most kills. For every second kill unlock there seems to be a tome tactic fragment. The final kill unlocks seems like it will unlock tittles on the last kill unlock for each mob type, as I have gotten a tactic unlock and seen what the next and last kill reward unlock is. The new list of monsters are as followed. INSECTS: Giant scarab: Tomb swarm: At 17k:23k there should be some steps down into some tunnels, the tunnels should be littered with skeletal bone piles you can click on. Once you click on it, it will spawn a tomb swarm, when you kill it you get the unlock as well as a trophy. GREATER UNDEAD: ???: Possibly the vulture lord himself. SKELETONS: Carrion: In the PQ on order side "The carrion nest," (could be on destuction side too, I havent checked.) there are nests with vultures in them, if you scale the cliffs and start to tab around you will find in some nests there are an item called "shiny bits" in them. Collect 5 of these and speak to the apropriate npc, you will get an unlock and a trophy item. (The name of the npc you need to speak with says on the item itself, as well as the npc if you stand around long enough hints he/she hints they are interested in something, such as the orc warcamp lord saying he wonders if scarabs can see, if they have eyes.) CONSTRUCTS: Asp bone construct: Kill the boss in the PQ "Pit of asaph" to get this unlock, the rewards are a trophy, you may have to get the killing blow or your party needs to get the killing blow/kill claim. Scarab bone construct: Collect 10 construct scarab eyes and return to the right npc and speak to them, you will get the unlock the tome. Currently only says you get exp for it, but I think this is where i got one of my trophies, this is possibly a bug. A good spot I know of to farm scarab eyes is the bone quarry PQ second stage, the scarabs there would give me them every so often. You can also get them other places, but I'm unsure where or if all scarab constructs drop em. Tomb bone scorpion: Ushabti: Ushitabi once in while drops Ushitabi charms, (I farmed mine in the library of ziandry.) collect ten of these and return and talk to the npc mentioned on the item itself. You will get unlock called "not so charming" and get a Ushitabi trophy, which looks like a egyptian styled anubis head medal. 100 kills: This tactic gives an undead tactic slot. RESOURCES POINTS: A short explanation on some of the ways how to lock land of the dead. Expeditonary resources: These can be gotten off of players and forlorn souls, which are the killable npc's near the citadel in the inevitable city, i do not know what order can farm on thier side in the city, as I do not play order. My guess also that the forlorn souls are a temporary way of getting drops as there wont be much open rvr action in the PTS. Forlorn souls drop X10. While players drop X1. I have tested this on a rank 31 and 40 player. There are only 3 forlorn souls that actually drop these, they seem to be specifik souls that drop them and not random, the drop is 100% on those that drop. One is near the entrance to the viper pit, while the other two are near the entrance to the citadel. The resources as I might have forgotten to mention also have a decay timer of 2 hours, when the two hours run out they dissapear, so turn themin before then. NOTE: There might be more that drops them, but since some of the souls are bugged on the PTS, (As well as the lord of change NPC thats soposed to wander around.) meaning that they are stuck and the soulds can't be attacked. UPDATE: One of the stationary mobs near the citadel is nowhere to be found but there has apeared a new bugged npc on the road, I suspect this it the mob that was soposed to be by the citadel and drop resources. I'm guessing that all the NPC's that are forced to drop 100% on resources are also those that have been stuck since the PTS started, this would make sense since they would have had to change thier coding to add in a loot drop in, and some unexplainable way they have been bugged from it and degrade over time getting stuck. Either way I can't explain it all I can do is report and sit back, just so people know there are only 2 mobs left in IC that drop resources now. 1 is by the intrance to the citadel the second by the vipers pit bridge. Further testing on the test server has revealed to me that resources seems to be working oddly today, I turned in 100 resources expecting to get 100 resource points like the game says, but it doesent give me any count towards domination. So here I am, sitting and watching the domination get randomly 25-50 and 100 point ticks on the domination, wondering where the points are coming from. Mayhaps they changed how resources work for the test server to allow quicker dominationm since you cant rely in teir4 zone captures, if anyone can explain please do tell me, I suspect though it might be lag and its slowly counting the points in, further testing has revealed they might have bumped up the points resources give to 25 points for 10 resources. Trading/Action house/Decay timer testing: I have tested this out and it seems you are able to trade expedition resources amongst players freely, as well as put them for sale on the auction house, though beware of buying them on the auction house, the decay timers will continu to tick down to 1 second and freeze there. When you buy a resource on the auction house that has 1 second left on its decay timer it will be send to your mail, if you take the item out of your mail you will get a big message saying it has decayed, so do not under any circumstances buy these on the action house, only if you have expedition resources on you already that arent close to decaying, I'll explain why in a momment. I've tested decay timers done a few interesting experiments with them, they go as following. 1: if you have expedition resources in your inventory while logged off, the time will continue to tick, so it's better to turn them in before logging. 2: Picking up a new expedition resource will renew the timer on all expedition resources in that stack, meaning even if some are 1 hour old gathering a new resource and it going into the stack will renwe all items timers by the full 2 hours. 3: I've already explained about timers and how they decay on the auction house, but heres a trick. If you did actually buy some expedition resources on the auction house then get a fresh expedition resource from a player or monster drop, then open the letter in your mailbox under the action house tab and pick them out. This way they will be added to the stack with a high timer, and have the same decay timer as the stack before the timer can run out. Zone control: Tier 4 zone controll, I've tested this a bit as well battlefield objectives (BO's) and keeps. When I tested they did not seem to give any expedition points when taking keeps and BO's, as well as a good deal of BO's being bugged, some BO's didn't have thier flags spawned so you couldn't capture them and some didn't even have thier timers running when taken over. I suspect that you only get points for zone locks, if so, I believe I witnessed a zone lock and the points shooting up 1000, it came up with a message when the points shot up saying we were sieging some temple, this I cannot explain. QUESTS: Lost in translation: This quest line is one queen Morathi offers, she asks you to go speak to a npc named Diciple Rageborn inside the library. Rageborn will tell you to head out to a building in IC inside the building is a dead body, click n the body and a level 25 witch hunter will spawn, kill him and return to rageborn. Rageborn will then ask you to go to the land of the dead and speak to Dregg stinkeye, once you do that the introduction quest is over on how to get to the land of the dead. The keys of zandri: This quest on destruction side seems to follow you through the PQ's there is on the destruction side, no doubt theres a order side mirror of this quest. On destruction side you get a quest item in your quest inventory that you must click on which will give you the next quest which is, go to Assault of nehk athek PQ and win it, get the glyph. After you've done this click on the quest item again and you will be told to go to the next PQ, Sedhjet temple that gives the reed glyph, unfortunatly due to the PQ being bugged I cannot get any further, but I suspect it takes you through all the PQ's and finishes with some sort of reward. Braska said he this quest will continue in the same fashion until you got the first four glyphs, after that you will get a new name for the quest line and it will involve getting glyphs as well as killing npc's. Braska tells me, currently this quest lines bugged and he can't get further due to something not updating, or not being able to turn the quest in, I can't remember which. Stake em out: A simple kill 25 players in land of the dead quest, I havent completed it yet so i dont know if theres a follow up. Stunties shouldn't fly: Destroy the order airship, again another quest I've been unable to do, can never seem to find the airship on order side whenever the zone flips and I siege their camp. (I've seen it before, so I know where it should be.) Mushroom: 39k.19k Click this item to recieve it and the hidden quest and talk to the goblin by the big stewpot in the warcamp to complete it, this quest offers a gold scarab and a trash item, the mushroom takes a momment to respawn. Dying bandit: 36k.9k Just talk to him and you've done it, simple and offers a gold scarab, and a trash item. WARCAMP SIEGING: I dont have much for this page as whenever I've sieged a warcamp, theres been no loot or airship.(Possibly because it's been done before, but eveything cept the blimp keeps respawning even the warcamp lord.) Braska has told me though you get conqurers loot bags from the loot for sieging the warcamp, most likely successfull defence gives the same. Special thanks to: Expansionsss, for helping making it a lot nicer to look at. Cheers mate would have done it myself but as I said i was too wasted when I posted it to finish off making it look nice. Braska: Again I thank braska for lots of testing assistance and helping with ricci's raiders. Bigf00t: Thanks for pointing out about the lair boss trap and how to get through it. Last edited by Jistabell; 06-09-2009 at 03:12 PM.. Reason: addition |
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#3 | |
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WAR Soldier
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yes nice guide, may I suggest some formatting ? ( underline key areas, bullet with Roman numerals the sections in big characters, etc etc )
but thats just me being picky.
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Little RR60+ Black Orc Cheap RR59+ Sorcerer Skull Throne - Retired Waiting on Aion-hammer-craft |
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#4 | |
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WAR Soldier
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edited out since it was incorporated into original post
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Little RR60+ Black Orc Cheap RR59+ Sorcerer Skull Throne - Retired Waiting on Aion-hammer-craft Last edited by expansionsss; 06-07-2009 at 07:02 PM.. |
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#5 | |
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WAR Recruit
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Quite nice expansion, I was about to do something like this before bed, I posted this about 4-5 AM and I had been typing most of the day and testing. I was quite tired and wasted so I couldn't be bothered to make it look nice and today I've been RVR'ing.
Once I'm done with gaming tonight I will use your sprucing up and give you a bit of credit in the end, thanks. :3 |
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#6 | |
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WAR Soldier
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in regards to the Tomb of the Stars. When the swarm appears, one of the group members will get a buff similar to a rune from the runepriest(additional icon above the action bars - if ur using a default setting for the ui). When a player gets stuck, the player with the "buff" can click the icon an unroot the rooted player. i do not know the following:
-if everybody in the party gets the buff( never saw it on my char but to be frank i never looked) -if only 1 member gets the buff, then i dont know if it is expendable. ie: it passes to another member after 1 use. also, guys plz report the altdorf bug as it is annonying as hell
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Johan Reiner r40 rr4x wp Karak-Azgal |
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#7 | ||
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WAR Recruit
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Quote:
Also ill gladly report it what is the bug? |
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#8 | ||
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WAR Soldier
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Quote:
__________________
I am the darkness that hides in your mind. I am the voices that tell you to kill. I am the hunger that tares at your soul. I am Douglas the Pigeon. |
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#9 | |
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WAR Soldier
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#10 | |
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WAR Recruit
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Yeah gonna try this out and change stuff once I've had a chance to test things out. When I went in there nobody actually noticed this buff on the bottom hand screen lol, you certaintly dont expect it, you expect to maybe attack and free your buddy or click somewhere, or find a hidden switch at least if you go with my thinking.
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#11 | |
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WAR Soldier
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Nice guide, lots of work has obviously gone into this and it's not unappreciated.
However, am I the only one who finds it a bit daft that theres a walkthrough guide being written for an expansion thats not even out yet? Is the WAR community (and by extension the mmo community in general) really so lazy that we need a guide from day 1 instead of at least trying to work it out for ourselves? |
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#12 | |
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WAR Soldier
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SUPERB guide!
I'd love to hop on the PTS with you to do LotD. |
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#13 | ||
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WAR Recruit
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Quote:
This was my whole idea behind making the guide and hoping to encurage people to do testing of thier own once they read it. |
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#14 | |
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WAR Recruit
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just wanted to say thanks, for you taking time to make such nice guide.
/10respect |
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#15 | |
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WAR Recruit
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Made a small upate, put in a section for warcamp sieging and the info I've obtained from that, as well as aphoticary ingredients and what they do, also a little more info on gold/silver scarabs/expedetion resources.
I also updated the trophies and tome unlock section since i got a couple of more tome unlocks and a trophy, for those interested I've put up a image of the tome unlock trophies I've found so far. Ricci's raiders has also got a little aditional info that might give insight as to why people can't find it, on stage 1 ive found a bug that might explain it. Ricci's patrol routes also been updated and what happens after you agro him and let him run off and sit somewhere for a while. |
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